Gnarliest Core Item For GNAR!...?
----Why is Zeke's Herald not built on gnar as a core item? I mean, it has every stat Gnar would want. Ideally Gnar should be built so that he is safe, annoying, and annoying early game; bruiser-ish in the mid game, with his items benefiting both forms; then finishing off in the late game as a CC tank while still dishing out a nice burst. In this case, Gnar wants lifesteal + attack damage, health, cooldown reduction, armor/magic resist, more health+resist unless fed in which case he can choose to go for another damage item. Gnar does not want attack speed, heaps of attack damage, critical chance, ability power, or mana. ----Please read through first to see what I think of each popular core/first item for Gnar. When you're ready than cast your vote for the item you believe is best, and if you disagree- or think an item is better but for a reason I did not state then please do comment!
--------------------------------------------------------- Lets take a look at the items: ---------------------------------------------
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+25 Attack Damage +40% Attack Speed +10% Life Steal
UNIQUE Passive: Basic attacks deal 8% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit. UNIQUE Active: Deals 10% of target champion's maximum Health (min. 100) as physical damage, heals for the same amount, and steals 25% of the target's Movement Speed for 3 seconds (90 second cooldown).
Bortk gives us nice AD and sustain for mini gnar. AtkSpd is basically lost in mega. Passive is weaker in mega because you are slower. Active is good for sticking in mega but by the time you smite them you will get kited back to the twisted treeline. (Yea... to another map that's right.)

+30 Attack Damage +30 Ability Power +30% Attack Speed +10% Critical Strike Chance +8% Movement Speed +250 Health +200 Mana
UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions. UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 200% of base Attack Damage on hit (1.5 second cooldown).
Triforce is definitely the best damage for Gnar as it has stats for every form. Zeal gives atkspd and movespeed for mini. Sheen gives spellblade for mega, with a hint of minty ability power for mini's hyper. Mana is a waste of gold but who cares. Phage gives health and AD which is nice for both forms. The rage passive is great for kiting and sticking. Finally when triforce is complete you get 8% movespeed which is nice as well for both forms. But triforce isn't perfect. The crit, mana, and AP are a waste of gold. Trinity Force takes a long time to build, which means you will get defensive later. If you build defensive before finishing triforce then you will be wasting lots of gold since sheen isn't that great mid game; unless it is a trinity with the spellblade at 200%. Also, no cooldown reduction and no life steal.
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(BC) +200 Health +50 Attack Damage +10% Cooldown Reduction
UNIQUE Passive: +10 Armor Penetration Passive: Dealing physical damage to an enemy champion reduces their Armor by 5% for 4 seconds (stacks up to 5 times, up to 25%).
(YG) +30 Attack Damage +15% Critical Strike Chance +10% Cooldown Reduction
UNIQUE Passive: +20 Armor Penetration UNIQUE Active: Grants +20% Movement Speed and +40% Attack Speed for 6 seconds (45 second cooldown).
Black Cleaver gives health, AD, CDR, and armor pen. Great item for gnar. Only "eh" would be no life steal. But with its stats than a doran's blade lifesteal should suffice. Triforce and Cleaver are prob the best damage items, yet... pricey; when you should start spending money on more defensive items asap. -Youmuu's Ghostblade is only good if you are planning, and KNOW you will be split pushing. Too risky and situational to build as a reliant core item. Crit chance is a waste. AD and cdr are nice. Active should only be used for split pushing, or running away/sticking. Very weak in team fights. Ill pass.
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The tanky rush. Gnar likes tanky. But Gnar also likes throwing people around, crushing them, and throwing out some gnarly damage as well. These items help you survive mid-late game so you can play as a pure utility tank. Reason these are not very good core (first item)s for Gnar is because they give no AD, and no lifesteal. Spirit Visage is the only one that gives some sort of sustain, but its more situational towards going up against a heavy AP enemy team comp. But still, Gnar likes tanky. But Gnar likes gnarly wreckage too! :(
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+250 Health +20% Cooldown Reduction
UNIQUE Aura: Grants allied champions +10% Life Steal and +20 Attack Damage.
Rename to Gnar's Herald asap tyvm. Bias aside. Zeke's gives gnar a very safe and reliant early game with vampiric scepter. Mid-Early game it gives Gnar a little more tanky and CDR. Then midgame zekes should be finished and gives Gnar tankyness, CDR, Lifesteal, AD, and also gives allies 10% lifesteal, and 20 AD. You basically bought every member of your team a free but better vampiric scepter. With Zeke's costing 2450, it is relatively cheap; allowing you to begin building your real defensive items sooner. The health from zeke's allows to to then choose whether to build armor, or magic resist, or more health. Zeke's Herald provides Gnar with his most important early game stats, benefiting BOTH forms, and making use of every stat. No item is perfect though! Yes, zeke's has a downside. The only situation zeke's would not be usefull is when you KNOW you will be split pushing, or your team will never be with you. These cases are bad because your team does not take advantage of the free vamp scepter you bought for them. :'( But you are NOT amumu. You are a cute little yordle that 99% of the community wants to cuddle with. The 1% being the enemy.
**Thank you for reading. Please let me know what you think is the best core item for gnar (first item) that is most reliant and can be adapted to the widest variety of situations. **
everytim